#version 130

in vec4 vertices;
in vec3 normals;
in vec4 texcoords;

out vec4 color;
out vec2 texCoord;

uniform mat4 matrix_projection;
uniform mat4 matrix_world;
uniform mat4 matrix_view;
uniform vec2 stretching;


void main(void)
{
  texCoord = texcoords.xy;
  color = vec4(1, 1, 1, 1);
  gl_Position = matrix_projection * matrix_view * matrix_world * (vertices * vec4(stretching, 1, 1));
}
